Dynamic Surroundings

Dynamic Surroundings

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Rain Volume

DrakeEldridge opened this issue ยท 60 comments

commented

DynamicSurroundings-1.10.2-3.3.6.1

1.10.2-12.18.3.2272

Link to crash log (if applicable):

Unable to adjust the volume of the Rain. I have gone through all the options, changed so many things. I just can't seem to get the rain volume to go up. Tried to post this on the forum cause I don't think its an issue, just need some help. But the FTB Forum would not let me make an account to post on the forum.

commented

The things that affect the rain volume:

  • Minecraft particle setting - sound generation is based on particle generation. The less particles that generate, the less sounds that play thus giving a sense of "less".
  • Rain intensity - the higher the intensity, the louder the water splash is. Low intensity rain will have lower rain volume, and it also reduces the number of particles that spawn (see first bullet)
  • Rain Sound Volume Scale - can reduce the overall splash volume
  • AMBIENT sound slider scale - can reduce the overall splash volume scale (cumulative with the rain volume scale)
  • Rain particle count base in the config (default 100) - increasing causes more particles to spawn (see first bullet)

EDIT: Another factor - fancy vs. fast graphics. Fast graphics cuts the splash particle quantity in half.

commented

I will go over these settings and try and get it to be louder. If I can't I will send my config for you

commented

The volume is tied to how strong the rainfall is - the stronger the fall the louder it is. There is an overall setting, however, that lets you adjust the rain volume scaling. You can get to that setting via the Forge configuration system (Rain Options -> Rain Sound Level), or by pressing V while in game. By default it is set to 1.0/100% meaning full volume.

commented

Even 1.0 100% isn't very loud. Going above that doesn't seem to effect anything.

commented

There is a noticable difference in rain and thunder volumes between a flatworld and a normal world. In my normal worlds rain sounds are extremely quite (for months now, actually), in flatworlds they are ok.

commented

@DrakeEldridge @spraaq I find that interesting - rain splash rendering/sound is the same regardless of whether it is flat or normal Overworld. Thunder as well, unless you changed the thunder volume setting. Can you both post a link to your dsurround.cfg file?

commented

I'am probably wrong, I just realised that /weather rain create different weather every time. However the volumes can be really low, especially without headphones.

commented

If you are in creative mode you can use the /ds command to change the rain strength (ex. /ds setstr rain 100).

commented

Still really quiet. I put the rain level all the way up, increased the particles. Still really low sound for the rain. Every other sound is great, just the rain is far too quiet. Light rain you see the rain but no sounds, makes you feel deaf, and highest rain can still barely be heard. :( hope my config has something you can tell me to change to fix it.
dsurround.zip

commented

I am having another issue with this mod, it seems to effect music volume, so when i set the music volume to like 20% it lowers the volume, but as soon as the next song come on its back up to 100%. Since sending that config I have changed the individual sound settings for the music files to around 15% but it still blasts the music on full.

commented

Nothing stands out as strange in the config file. Next BETA will have additional logging for the rain sound generation when DEBUG logging is enabled. My hope is that it will tell me something. Do you have a list of mods in your pack?

EDIT: I turn my music slider down to something like 4% and I have not seen it jump around.

commented

@DrakeEldridge Try out this dev release I posted to GitHub. It has some additional logging and what not. Make sure you turn on the DEBUG logging in the DS config to get a trace. It will record the individual sound plays to the log while raining. Need about a minute of play time while raining. Please post the client log. :)

commented

alright will download that and turn on debugging. will also try turning my sound down to 4% and seeing if it jumps

commented

logs.zip
Here is the log. I downloaded the new mod, turned on debugging. it showed the debug window. So hopefully it worked and logged everything.

Forge Version:
forge-1.10.2-12.18.3.2272-universal

Mods in my pack:
3DManeuverGear-1.10.2-0.4.0
AppleCore-mc1.10.2-2.1.2
Baubles-1.10.2-1.3.9
BedBugs-1.10.2-1.1.6
BetterQuesting-2.3.225
bqautoreload-1.5.0
cfm-4.1.2-mc1.10.2
chiselsandbits-12.12
CodeChickenCore-1.10.2-2.4.0.101-universal
CodeChickenLib-1.10.2-2.5.6.233-universal
ConquestReforged-2.0.1-RC1-mc.1.10.2
Currency-1.10.2-1.0.3
CustomMainMenu-MC1.10.2-2.0.2
CustomNPCs_1.10.2(17mar17)
Decocraft-2.4_1.10.2
DynamicSurroundings-1.10.2-3.3.7.0
EnhancedVisuals v1.0.12 mc1.9-1.10
expandableBackpacks1.1.10-1.10.2
extrautils2-1.10.2-1.3.3
foamfix-0.6.2-beta4-anarchy
ForgeMultipart-1.10.2-2.0.0.31-universal
FTBLib-1.10.2-3.4.4
FTBUtilities-1.10.2-3.4.3
Harvest-Festival-1.10.2-0.5.26
iChunUtil-1.10.2-6.3.0
ImmersiveEngineering-0.10-57
infinitylib-0.4.0
journeymap-1.10.2-5.2.4-unlimited
malisiscore-1.10.2-4.4.0
malisisdoors-1.10.2-5.2.0
MCA-1.10.2-5.2.3-universal
MCMultiPart-1.4.0-universal
MoarSigns-1.10.2-4.2.2.8
More-Player-Models-Mod-1.10.2
Morpheus-1.10.2-3.1.13
MrTJPCore-1.10.2-2.0.0.14-universal
Neat 1.3-12
NPCIntegration-2.3.21
OptiFine_1.10.2_HD_U_D7
Pam's HarvestCraft 1.9.4-1.10.2h
ProjectRed-1.10.2-4.8.1.25-Base
ProjectRed-1.10.2-4.8.1.25-integration
ProjectRed-1.10.2-4.8.1.25-mechanical
RadixCore-1.10.2-2.1.3-universal
ResourceLoader-MC1.9.4-1.5.1
soundphysics-mc1.10.2-v1.0.0
SpiceOfLife-mc1.9.4-1.3.8
thutcore-3.12.2
thuttech-4.0.10.b
ToughAsNails-1.9.4-1.1.1
Valkyrien Warfare 0.8.999 Stable

commented

Yes I tried removing sound physics, it didn't change anything. When I clicked the rain sound it didn't play anything but the music ones play and so do others.

commented

OK - something it futzing with that sound. Noticed this in the log:

[17:13:45] [Client thread/INFO]: Not hooking weather renderer for dimension [Overworld]

This means that another mod is providing weather rendering for Overworld. Not sure which one though. Need to add more logging to see if I can find it. It could be the source.

commented

Try out an updated JAR. It has additional logging in hopes of tracking down the mod that is hooking the weather renderer. May give me clues of where to look. I need the logs from a run similar to what you did above.

commented

DS is passing the sound at expected volumes given your config:

PLAYING: [dsurround:rain(), v:0.9121321, p:0.9950335, t:SPOT, w:10]

When it gets into the sound engine the sound volume will increase to 1 based on the volume scale factors.

What does the sound play like if you click the "Play" button in the Individual Sound Configuration dialog? The sound should play at a volume of 1 and have the volume scale set based on what the slider shows.

EDIT: Also, have you tried removing Sound Physics?

commented

I use TaN during development, so it may be Harvest Festival.

commented

Took a look at Harvest Festival. It does hook weather rendernig, and it also hooks rain splash particle processing. Try removing it to see if the problem corrects.

commented

Might be Harvest Festival or Tough as Nails. (They both add seasons)

commented

Ok I will try removing it. But if that is the problem is there a way for you to fix it with a mod update? I wud love to keep both mods

commented

I am getting these 'found a missing id from world dsurround' messages coming up on tlhe fml server console.

commented

Post a snip of the log so I can see the messages. As for compat I need to look at it. Main issue is that Harvest Festival wants to own some of the logic paths Dynamic Surroundings does and that creates a problem. You can turn off the DS ASM for rain so that DS no longer does the rain rendering.

commented

will post log from server with debugging on

commented

logs.zip

(fyi: I disabled sponge for this server run cause I am having conflict with sponge and Thutstech. So thats why it isn't present in this log. But even with Sponge disabled it still shows the same errors for dsurrounds in the fml console.)

commented

And I like the look of the rain in DS. Its just the sound thats too quiet. I don't want to give up the look of the rain. Will it effect the look if I change the setting DS ASM to false :(

commented

RE: the entries in the log I think are noise. I sometimes get them, too, and haven't noticed any ill effects. It's on my list of things to poke at so I can better understand what the message means.

Disabling ASM will cause several things to happen:

  • The addRainParticles() routine will not be hooked. This means you will not get the DS rain splash particle effects and sounds - it would be vanilla or whatever else hooks the routine.
  • DS will not provide a weather render to the world provider. In this case since Harvest Festival already provides one DS will not.
  • If DS is on the server rain processing would be disabled. It will be regular vanilla rain or whatever another mod does to it.
commented

i disabled ASM, didnt seem to effect the rain noise. Maybe its a resource pack sound making it so low?

commented

The sound I play for rain is dsurround:rain. That sound gets generated during rain splash particle rendering. You indicate above that when you click "Play" in the config dialog you heard nothing? Only thing I can conclude is that something is killing the sound somewhere along the way. I am working on another build that has more detailed logging and does a double check after requesting a sound play to ensure the sound actually got queued rather than blocked by an event handler.

BTW, have you created a basic Minecraft install with just Forge and DS to see if the rain sound plays?

commented

im getting rain sounds, its just really quiet. I just tested it with no resource packs and no mods. Rain seems fine. Put dsurrounds in, rain is quite quiet (Though not as bad as it was with the other mods in.) hmmm

commented

More data - it does some strange things. I do a /toggledownfall, and it starts raining client wise. Server side, though, the world does not report any rainfall thus DS will not render storm splashes or sound. If I force rain strength using /ds setstr rain 50 DS server side gets that info and the client starts generating splash particles and sound.

commented

headphones, but they are not the problem, i got better sound with them then my speakers.

commented

The rain sound from DS (dsurround:rain) is softer than the ones in Vanilla (minecraft:weather.rain and minecraft:weather.rain.above). Are you using headphones or speakers?

commented

Then I am really baffled. I use headphones and I hear the sound fine. I am adding additional debug trace and checks and maybe that will tell me something.

commented

as i said, i hear the sound, its just very quiet. Is there a way to make it so i can go above the 1.0 for the rain sound to just boost it. its the only sound that is too quiet (though I still got a few issues with music being too loud even then when i edit the volume up and down it goes to the right level. Like if i got it set to 4% for music, when i start up MC it plays very loud, def not 4%, but as soon as i move the music volume up and then back down to 4% it goes to the right volume level.)

commented

I guess "very quiet" is subjective. Like you I set my music slider to about 4% but I can hear the rain quite fine at the normal volumes. And I have tinnitus. :)

Sound volume control is a bit convoluted in Minecraft. The maximum effective volume is 1. Volumes > 1 still play at 1, but have a longer roll-off distance (you can hear them when they are further away). For example, thunder plays at a volume of 10000. The actual volume is 1, but since it is 10000 it can be heard from a couple thousand blocks away. Typically a volume of 1 rolls off at 16 blocks meaning its the max range at which you would normally hear a sound.

All this being said other mods could be altering the volume before the sound gets submitted into the Paul's Code sound engine. The extra logging I am adding will interrogate the Paul's code sound engine to see what the actual player is doing with regards to the volume.

Another thing you can do is try playing the OGG sound file in an external player like Audacity. This would help me understand whether the actual OGG file has the sound encoded at too low a volume. The sound files can be found here.

commented

@DrakeEldridge I pushed an official v3.3.7.0 build to CurseForge. If you could run the same test with debug enabled and post the log it will tell me something.

commented

I have Harvest Festival Disabled all the time at the moment.

For this test I disabled mute when in backgound option and I also disabled soundPhysics and conquest reforged mod and I removed all resource packs.
The music issue seemed to disappear, very low volume for music which is good cause it was set to 10%, I raise it and lowered it and many songs played, it stayed the same level which is good.

But the rain issue still persists. In this test I was happy with the sound level at 80-100 strength but the same issues with /ds setstr rain. When I do /weather rain on the server or in singleplayer, it rains but its way below the 80 level. When I set it back to 80 using the /ds setstr rain 80 command it goes up to a that level. (Harvest festival still disabled) I would like to keep the rain around 60-100 but it seems to keep ignoring the /ds setmin command and be much lower.

Here are the logs from server and client side. From test 1:
Test1.zip

Config is included in test1.zip

For a second test, I put the resource packs back in but kept the soundphysics and coquest reforged mod disabled. I was happy with the rain volume again and music was working well. But same issues with the /ds setstr and /ds setmin. How it ignores the minimum level and it rains way bellow 80 when I toggle rain.

Test2.zip

Third Test:
Re-enabled the Soundphysics mod and Conquest Reforged. Still no harvest festival mod.

Music issue is back. Same as it was before. So seems like the mute when in background did not fix it but it is soundphysics or conquest reforged mod.

Rain volume seems to be quieter at 80-100. So I think soundphysics or conquest reforged mod might be causing that to be quieter than without those mods.

And the same issue with /ds setmin not working and it raining below the minimum.

Logs:
Test3.zip

commented

logs.zip

There u go. For some reason when I do /ds setmin rain 80 it doesnt do anything.
I can set it to 100 and to 80 using /ds setstr rain 80 and it works. but if I toggle rain on and off. It ignores the minimum and is always really low. I have to use /ds setstr rain 80 to get it back up to 80.

Also I went start up my game the music is still quite loud, as soon as i go into music settings and move it from 10% to like, 11% it drops to the level its suppose to be and i can move it to be 10% and its fine. But only until the song ends and the next song starts and its back to being way more then 10%

commented

@DrakeEldridge Noticed that the zip did not contain the client log - its where the sound trace would be.

As for the /ds stuff its Harvest Festival interference. When a /toggledownfall occurs it does not update the WorldInfo data for the dimension with the fact that it is raining. WorldInfo is used by Dynamic Surroundings to do some of the various things it needs - like determining if it is logically raining. (I noticed this in my local testing as well.)

The music one is strange. One thing you can do is disable Dynamic Surroundings auto-mute (Sound Options -> Mute when in Background). The current implementation sets the master sound to a very low number when Minecraft does not have the desktop focus, and puts it back when it does. Something may be going awry in your configuration.

commented

Thanks for the info!

From Test1:

[20:08:45] [Server thread/INFO]: dim 0 rain intensity set to 0.123380, duration 17810 ticks
[20:08:45] [Client thread/INFO]: [CHAT] Changing to rainy weather
[20:08:45] [Client thread/INFO]: FADE: PlayerTrackingSound{dsurround:forest, AMBIENT, volume=1.0, pitch=1.0, attenuation=NONE, x=-31.173372, y=104.0, z=-287.75247}
[20:08:46] [Client thread/INFO]: > QUEUED: [AdhocSound{dsurround:rain, WEATHER, volume=0.1469973, pitch=1.0414783, attenuation=LINEAR, x=-36.5, y=71.5, z=-288.5}]; v: 0.293995, p: 1.041478

It starts to rain with an intensity of 12 (0.123380). This is low intensity rainfall which would have a low volume. DS queues rain sounds at a volume of 0.146, and when the sound engine gets it it goes up to v0.2939 because of individual sound scaling.

From Test2:

[20:38:47] [Server thread/INFO]: dim 0 rain intensity set to 0.137608, duration 13323 ticks
[20:38:47] [Client thread/INFO]: [CHAT] Toggled downfall
[20:38:48] [Client thread/INFO]: > QUEUED: [AdhocSound{dsurround:rain, WEATHER, volume=0.145, pitch=1.0179892, attenuation=LINEAR, x=-14.5, y=65.5, z=-249.5}]; v: 0.290000, p: 1.017989

Looks to be a mirror of Test1 thuoght with a slightly different initial intensity.

From Test3:

[20:59:55] [Server thread/INFO]: dim 0 rain intensity set to 0.134779, duration 16844 ticks
[20:59:55] [Client thread/INFO]: FADE: PlayerTrackingSound{dsurround:forest, AMBIENT, volume=1.0, pitch=1.0, attenuation=NONE, x=-0.11650677, y=106.0, z=-211.5649}
[20:59:56] [Client thread/INFO]: > QUEUED: [AdhocSound{dsurround:rain, WEATHER, volume=0.20499998, pitch=1.0382769, attenuation=LINEAR, x=-0.5, y=73.5, z=-210.5}]; v: 1.000000, p: 1.038277

This one looks to be similar to 1 and 2, but the difference is the actual volume in the sound engine. It is 1, or full volume.

I will take a look at the rain min/max code. As you indicate something does not appear right. It may be the source of the issue (i.e. you expecting a higher intensity rain/volume and the reality is something lower). I find it interesting that in all 3 tests the rain intensity is that low - I would have expected to see a higher variation.

commented

cool, keep me updated and if u need anything else lemme know

commented

@DrakeEldridge OK - found the potential issue. Looks to be old. The key to finding was the lack of variation in the intensity. The fix will be in the next update.

Essentially the logic was randomizing the difference of the min/max intensity correctly, but forgot to add back in the minimum intensity:

Bug:
result = random(max - min)

Fix:
result = min + random(max - min)

commented

Are you able to fix the issue with soundphysics or conquest reforged mods causing that music issue?

commented

I am putting in a change as to how DS does sound muting. In the version you have it manipulates the master sound channel volume. It would be possible that the config could save with the low setting thus causing some of the issue you are experiencing.

In the next version I set the master gain directly in the sound engine (PaulsCode) without messing with the Minecraft setting. So the Minecraft config winds up being saved it will have the correct value.

Will this change fix the sound issue? Not entirely sure until you try it.

(I have tested with Sound Physics before and I do not think that is the issue. Main challenge with Sound Physics is that is uses the sound name (i.e. "minecraft:weather.rain") to determine what effects to apply to a sound. Works well with Minecraft sounds because those names are well known. Modded sounds are a challenge since Sound Physics isn't prescient.)

commented

@DrakeEldridge Pushed a v3.3.8.0 version that has the fix for the rain min/max setting. After installing and it is raining you will need to toggle the rain fall cycle at least once (or let it finish raining). Let me know how this works for you.

commented

Seems like the Min Max Settings is working. But I have done some more testing and it is the Sound Physics mod that is conflicting with Dynamic Sounds. It's causing volume issues and it is making that music issue.

soundphysics-mc1.10.2-v1.0.0

commented

Good to know about sound physics. I use Sound Filters because it takes a different approach and is "less invasive" in terms of hooking the sound manager.

commented

is there a fix for the conflict? I like te echo that sound physics adds when in caves or large rooms. Very atmospheric

commented

Not sure there is anything I can fix at the moment. It will take deeper analysis to see what behavior is causing the problem. There may be nothing I can do because Sound Physics uses ASM to alter the Sound Manager code and those alterations may be the source of the issue.

commented

could you perhaps include echoes and stuff in your mod then, then i wudnt need to use soundphysics at all?

commented

It thought about adding sound reverb and what not to the mod. Challenge I have is that it gets into an area of sound manipulation that I am not familiar with. Also, as mentioned there are mods actively being worked on that do these things. I mentioned in the way past that would consider folding in something like Sound Filters when Tmtravlr decides to drop support for the mod.

I did take a further look at the Sound Physics code and I think the source of the problem is that both Dynamic Surroundings and Sound Physics want to rework the getClampedVolume() call in the Minecraft SoundManager. DS does this in order to handle individual sound scaling, and Sound Physics does it to apply some sort of "globalVolumeMultiplier". Not sure of a solution as of yet because clamping is involved. (Clamping is ensuring that a value fits within a range.)

EDIT: It's not the clamped thing. I did notice that when in a village when walking from inside to outside a building DS queues up background sounds but I don't hear them or they are a very reduce volume. Once I move away from the buildings the volume comes up. Not sure what Sound Physics is doing but it seems a calculation it is making is off.

Another thing that is interesting is the sound volume for a sound. Here is a snip from my log:

[07:27:28] [Client thread/INFO] [dsurround/]: > QUEUED: [FootstepSound{dsurround:fs.grass.grass_walk, PLAYERS, v=0.3, p=0.98139334, s=0.5, NONE, x=245.3, y=65.9, z=1301.2062}]; v: 1.000000, p: 0.981393

The queued volume down is 0.3, but it actually gets set to 1.0 within PaulsCode. This means that the sound is much louder than what I intend it to be. This does not match with what you are experiencing - lower sound volumes.

commented

sound physics is causing the music volume to be much higher then the music setting, so the 0.3 but getting a 1.0 seems about right, as soon as u click the music setting even a little it updates that and drops it down to the right level until the next some players. Only volume that is quiet is the rain volume, everything else is fine (other then the music)

commented

@DrakeEldridge Question: The Sound Physics stuff applies a global sound multiplier of 4.0 (the volume of sounds will be x4 the submitted volume level). This makes sounds loud, at least for me. Did you adjust your volume downwards to compensate? If so this may make the rain sound even quieter despite the x4 sound multiplier because the OGG files are pretty soft to begin with.

commented

so mine wud be on default then.

commented

is the global sound multiplier in dynamic surrounds config. cause my master volume is on full

commented

No. The global sound multiplier is in Sound Physics. I don't think there is a config setting for it. I discovered it looking at the sound physics code.

commented

Just letting u know, while sound physics still conflicts, its fine because I found Sound Filters which adds echoes like sound physics but it doesnt conflict. So problem solved :)

commented

Cool! I personally use Sound Filters.